TBS- Turn Based Strategy Demo Prototype.
A downloadable game for Windows
I made this playable prototype while completing the Unity Turn-Based Strategy Game: Intermediate C# Coding course. It’s a focused proof-of-concept showing how core TBS systems come together: grid-based movement, A* pathfinding, modular actions (move, shoot, grenade, melee, interact), an AP/Move Points with turn system, and enemy AI — all wrapped with animator-driven visuals, Cinemachine camera work, and small polish touches to make each action feel satisfying.
This is an early prototype, not a finished game — your feedback is hugely welcome.
Key features
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Grid-based movement (square grid; hex grid concepts explored in the project tech) with world⇄grid conversions and visual overlays.
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Full A* pathfinding with dynamic obstacle handling (destructible crates and blocking units).
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Modular Action System:
Move,Shoot,Grenade,Sword,Interact, Taunt— easy to extend with new actions. -
Move Points & Action Points system enforcing player/enemy turns and action costs that reset every turns.
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Enemy AI with simple → more advanced decision flows (targeting, moving into range, grenade usage heuristics).
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Combat: projectile visuals, hit detection, Health System, and ragdoll on death.
Interactable Objects: Doors, barrels, crates, magical spheres each combined with logic to perform different events.
4 Different Units with their own Animations, models, Actions and gameplay.
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UX & polish: selection markers, grid color feedback, action camera cutaways, screen shake, and world UI for unit health/AP.
How to play
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Select a unit with the mouse (click).
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Click a highlighted tile to move (movement consumes Move Points).
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Use the action UI to choose Shoot, Grenade, Sword, or Interact — then target an enemy/tile.
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End turn or wait for enemy actions.
Tip: destructible crates change line-of-fire and pathing — use them tactically.
Controls
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Mouse: select units, click to move/target.
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Left click: select / confirm.
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Right click: cancel / deselect.
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Keyboard: Press R to change Action with keyboard
Build / Platform
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Built with Unity. Desktop prototype available for Windows (x64). Other platforms may be present depending on the upload — check the downloads dropdown.
Known issues
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Prototype quality: placeholder art and limited level variety.
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Performance may vary on older machines.
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Some animator transitions and VFX are intentionally minimal as the focus is on systems and code architecture.
If you hit a bug, please let me know with steps to reproduce.
Development notes / tech
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Project organized to separate gameplay logic from visuals/animation. Gameplay systems raise events that animation/UI layers consume.
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Key systems are intentionally modular and type-safe using C# generics, events, and lightweight structs to make adding new actions and AI behaviors straightforward.
Credits
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Made by me. Built while following Unity Turn-Based Strategy Game: Intermediate C# Coding (Code Monkey collaboration).
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Unity, Cinemachine, and built-in packages used for camera and rendering.
Want to help / feedback If you try the prototype, please leave feedback: which systems felt good, which felt awkward, and any crashes or bugs.
| Status | Prototype |
| Platforms | Windows |
| Author | maxgamesinc |
| Genre | Strategy |






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